using System.Collections;
using System.Collections.Generic;
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using UnityEngine;

public class Wait : EnemyConditional
{
    public SharedBool wait;
    
    public override TaskStatus OnUpdate()
    {
        rb.velocity = Vector2.zero;
        return wait.Value == find.find && find.haveTarget ? TaskStatus.Success : TaskStatus.Failure;
    }
}
